Difference between revisions of "ABD0DC63"

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=Neighborhood Terrain (NHTR)=
====Neighborhood Terrain (NHTR)====
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These files (one per neighborhood/subhood package) describe the trees, roads, bridges and decorations found in neighborhoods/subhoods.
 
These files (one per neighborhood/subhood package) describe the trees, roads, bridges and decorations found in neighborhoods/subhoods.
  
====Main Block====
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==Main Block==
 
DWORD: Version
 
DWORD: Version
 
Listing with Length 37 (Lists neighborhood trees)
 
Listing with Length 37 (Lists neighborhood trees)
Line 10: Line 9:
 
Listing with Length 37 (Lists neighborhood decorations)
 
Listing with Length 37 (Lists neighborhood decorations)
  
====Listing with Length x====
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===Listing with Length x===
 
WORD: Unknown
 
WORD: Unknown
 
DWORD: Count n
 
DWORD: Count n
Line 155: Line 154:
  
  
'''[Example]'''
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=Example=
  
 
A 4 byte header (Always Present)
 
A 4 byte header (Always Present)
Line 185: Line 184:
 
:Number of listings for each section has been underlined.
 
:Number of listings for each section has been underlined.
  
'''Notes'''
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=Notes=
 
The co-ordinate system used for the Hoods has 0,0 in the top left hand corner of the Hood when viewed for the first time after importing.
 
The co-ordinate system used for the Hoods has 0,0 in the top left hand corner of the Hood when viewed for the first time after importing.
  
 
Thank you Quaxi & Jaxad0127 for all your help.
 
Thank you Quaxi & Jaxad0127 for all your help.
 
  [[Category:Modding]]
 
  [[Category:Modding]]

Revision as of 22:26, 15 June 2006

Contents

Neighborhood Terrain (NHTR)

These files (one per neighborhood/subhood package) describe the trees, roads, bridges and decorations found in neighborhoods/subhoods.

Main Block

DWORD: Version Listing with Length 37 (Lists neighborhood trees) Listing with Length 123 (Lists roads) Listing with Length 163 (Possibly lists bridges) Listing with Length 37 (Lists neighborhood decorations)

Listing with Length x

WORD: Unknown DWORD: Count n REPEAT BYTE: Unknown (seems to be always 2) x BYTES: Unknown END REPEAT

Here is what we have found so far about the meaning of the Data:

Here's an overview of what we know so far:

C2 00 00 00
WORD: Unknown (Always 08 00)
WORD: Number of 'Tree' list items that follow
WORD: Unknown (Always 00 00?)
1 BYTE: Always 02
FLOAT: Y position
FLOAT: X position
FLOAT: Z position
FLOAT: Y position
FLOAT: X position
FLOAT: Y position
FLOAT: X position
1 BYTE: Unknown (Always 08?)
DWORD: Rotation
DWORD: GUID
WORD: Unknown (Always 03 00)
WORD: Number of 'Road list' items that follow
WORD: Unknown (Always 00 00?)
1 BYTE: Always 02
FLOAT: Y position
FLOAT: X position
FLOAT: Z position
FLOAT: Y position top left corner of tile
FLOAT: X position top right corner of tile
FLOAT: Y position bottom left corner of tile
FLOAT: X position bottom right corner of tile
1 BYTE: Always 03
FLOAT: Y position top left corner of tile
FLOAT: X position top left corner of tile
FLOAT: Z position top left corner of tile
DWORD: Unknown data describing orientation
DWORD: Unknown data describing orientation
FLOAT: Y position top right corner of tile
FLOAT: X position top right corner of tile
FLOAT: Z position top right corner of tile
DWORD: Unknown data describing orientation
DWORD: Unknown data describing orientation
FLOAT: Y position bottom left corner of tile
FLOAT: X position bottom left corner of tile
FLOAT: Z position bottom left corner of tile
DWORD: Unknown data describing orientation
DWORD: Unknown data describing orientation
FLOAT: Y position bottom right corner of tile
FLOAT: X position bottom right corner of tile
FLOAT: Z position bottom right corner of tile
DWORD: Unknown data describing orientation
DWORD: Unknown data describing orientation
BYTE: Unknown (always 00?)
WORD: Texture, literally part of the texture file name
11 BYTES: Unknown
WORD: Unknown (Always 03 00)
WORD: Number of 'Bridge' list items that follow
WORD: Unknown (Always 00 00?)
1 BYTE: Always 02
FLOAT: Y position
FLOAT: X position
FLOAT: Z position
FLOAT: Y position top left corner of tile
FLOAT: X position top right corner of tile
FLOAT: Y position bottom left corner of tile
FLOAT: X position bottom right corner of tile
1 BYTE: Always 03
FLOAT: Y position top left corner of tile
FLOAT: X position top left corner of tile
FLOAT: Z position top left corner of tile
DWORD: Unknown data describing orientation
DWORD: Unknown data describing orientation
FLOAT: Y position top right corner of tile
FLOAT: X position top right corner of tile
FLOAT: Z position top right corner of tile
DWORD: Unknown data describing orientation
DWORD: Unknown data describing orientation
FLOAT: Y position bottom left corner of tile
FLOAT: X position bottom left corner of tile
FLOAT: Z position bottom left corner of tile
DWORD: Unknown data describing orientation
DWORD: Unknown data describing orientation
FLOAT: Y position bottom right corner of tile
FLOAT: X position bottom right corner of tile
FLOAT: Z position bottom right corner of tile
DWORD: Unknown data describing orientation
DWORD: Unknown data describing orientation
14 BYTES: Unknown
BYTE: Unknbown (Always 03?)
41 BYTES: Unknown
WORD: Unknown (Always 08 00)
WORD: Number of 'Neighborhood Decorations' list items that follow
WORD: Unknown (Always 00 00?)
1 BYTE: Always 02
FLOAT: Y position
FLOAT: X position
FLOAT: Z position
FLOAT: Y position
FLOAT: X position
1 BYTE: Unknown (Always 08?)
DWORD: GUID
FLOAT: Rotation

In other words, this is how each known type looks:

:Trees:
::02  YY YY YY YY  XX XX XX XX  ZZ ZZ ZZ ZZ
::    YY YY YY YY  XX XX XX XX  
::    YY YY YY YY  XX XX XX XX
::08  RR RR RR RR   GG GG GG GG
:Roads:
::02  YY YY YY YY  XX XX XX XX  ZZ ZZ ZZ ZZ 
::    YY YY YY YY  XX XX XX XX
::    YY YY YY YY  XX XX XX XX 
::03  XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO 
::    XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO 
::    XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO 
::    XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO 
::00 TT TT ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
:Bridges:
::02  YY YY YY YY  XX XX XX XX  ZZ ZZ ZZ ZZ 
::    YY YY YY YY  XX XX XX XX
::    YY YY YY YY  XX XX XX XX
::03  XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO 
::    XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO 
::    XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO 
::    XX XX XX XX  YY YY YY YY  ZZ ZZ ZZ ZZ  OO OO OO OO  OO OO OO OO 
::00 ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
::03 ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??
:Decorations:
::02  YY YY YY YY  XX XX XX XX  ZZ ZZ ZZ ZZ
::    YY YY YY YY  XX XX XX XX
::    YY YY YY YY  XX XX XX XX
::08  GG GG GG GG  RR RR RR RR 

The X-Y plane has it's origin at the top left of the neighborhood. Positive X's go Right. Positive Y's go down.


Example

A 4 byte header (Always Present)

A 6 byte subsection header for trees (Always present)
n * 38 bytes (where n is the number of trees in the Hood, these are present only if there are trees in the Hood).
A 6 byte subsection header for roads (Always present)
n * 124 bytes (where n is the number of road tiles in the Hood, these are present only if there are roads in the Hood).
A 6 byte subsection header probably for bridges (Always present)
n * 164 bytes (where n is the number of bridge tiles in the Hood, these are present only if there are bridges in the Hood).
A 6 byte subsection header for decorations (Always present).
n * 38 bytes (where n is the number of decorations in the Hood, these are present only if there are decorations in the Hood).
C2 00 00 00 <- Section Header
08 00 __02 00__ 00 00 <- Trees Header
02 40 A6 FC 41 E0 B9 DD 41 00 C0 A8 43 F1 B3 D8 41 37 A3 B5 41 88 DC ... < 1st Tree
02 30 E6 18 42 8C DC C3 42 00 C0 A8 43 14 41 08 42 18 03 BC 42 38 7F ... < 2nd Tree
03 00 __04 00__ 00 00 <- Road Header
02 00 60 9A 44 00 00 A0 40 33 F3 A8 43 00 C0 99 44 00 00 00 00 00 00 ... < 1st Road Tile
02 00 20 9E 44 00 00 A0 40 33 F3 A8 43 00 80 9D 44 00 00 00 00 00 C0 ... < 2nd Road Tile
02 00 A0 9B 44 00 00 A0 40 33 F3 A8 43 00 00 9B 44 00 00 00 00 00 40 ... < 3rd Road Tile
02 00 E0 9C 44 00 00 A0 40 33 F3 A8 43 00 40 9C 44 00 00 00 00 00 80 ... < 4th Road Tile
03 00 __02 00__ 00 00 <- Bridges Header
02 00 20 80 44 00 00 66 43 81 11 B2 43 00 00 7F 44 00 00 5C 43 00 C0 ...
02 00 20 80 44 00 00 52 43 81 11 B2 43 00 00 7F 44 00 00 48 43 00 C0 ...
08 00 __02 00__ 00 00 <- Decorations Header
02 04 EF 98 44 40 60 91 40 00 C0 A8 43 5A 51 98 44 50 DC C5 3F 2C AD ... < 1st Deco.
02 60 A1 96 44 80 8D 94 40 00 C0 A8 43 B6 03 96 44 50 91 D2 3F 88 5F ... < 2nd Deco.
Number of listings for each section has been underlined.

Notes

The co-ordinate system used for the Hoods has 0,0 in the top left hand corner of the Hood when viewed for the first time after importing.

Thank you Quaxi & Jaxad0127 for all your help.

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